(From Wikipedia)

Second Life
(abbreviated as SL) is an Internet-based virtual world launched in 2003, developed by Linden Research, Inc (commonly referred to as Linden Lab), which came to international attention via mainstream news media in late 2006 and early 2007. A downloadable client program called the Second Life Viewer enables its users, called "Residents", to interact with each other through motional avatars, providing an advanced level of a social network service combined with general aspects of a metaverse. Residents can explore, meet other Residents, socialize, participate in individual and group activities, create and trade items (virtual property) and services from one another.

Second Life is one of several virtual worlds that have been inspired by the cyberpunk literary movement, and particularly by Neal Stephenson's novel Snow Crash. The stated goal of Linden Lab is to create a world like the Metaverse described by Stephenson, a user-defined world in which people can interact, play, do business, and otherwise communicate. Second Life's virtual currency is the Linden Dollar (Linden, or L$) and is exchangeable for real world currencies in a marketplace consisting of residents, Linden Lab and real life companies.

While Second Life is sometimes referred to as a game, this description does not fit the standard definition. It does not have points, scores, winners or losers, levels, an end-strategy, or most of the other characteristics of games, though it can be thought of as a game on a more basic level because it is "played for fun".

In all, more than 9.8 million accounts have been registered, although many are inactive, some Residents have multiple accounts, and there are no reliable figures for actual long term consistent usage. Despite its prominence, Second Life has notable competitors, including There, Active Worlds, and the more "mature" themed Red Light Center.

Education in Second Life

Second Life has recently become one of the cutting-edge virtual classrooms for major colleges and universities, including Princeton, Rice University, University of Derby (UK), Vassar, the Open University (UK), Harvard, INSEAD, Pepperdine, Drexel, Ball State, University College Dublin, Elon, University of North Carolina at Chapel Hill, Bowling Green State University, Ohio University, New York University, University of Houston, Michigan Technological University, Australian Film Television and Radio School, Stanford, Delft University of Technology and AFEKA Tel-Aviv Academic College of Engineering, Second Life fosters a welcoming atmosphere for administrators to host lectures and projects online, selling more than 100 islands for educational purposes, according to a New York Times article. The article quoted Rebecca Nesson, an instructor at Harvard who brought her Legal Studies class to Second Life in the second half of 2006. "Normally, no matter how good a distance-learning class is, an inherent distance does still exist between you and your students," she says. "Second Life has really bridged that gap. There is just more unofficial time that we spend together outside of the typical class session." Joe Sanchez, a researcher at the University of Texas at Austin evaluated the use of Second Life in education in an interactive qualitative analysis, finding that once students overcome the technical and interface difficulties with Second Life, they "indicate a preference to social learning activities and find it enjoyable to interact with other avatars while learning in this space".

Among the more active educators in Second Life are librarians. The Illinois' Alliance Library System and OPAL have teamed up to extend the programs currently offered online to librarians and library users within Second Life. There are numerous libraries within what is referred to as the Info Islands. A virtual reference desk in SL is staffed by real life volunteer librarians for many hours every week. They also teach workshops there to help librarians and educators learn more about Second Life.

Late in 2006, a trend emerged whereby large consortia purchased several islands comprising an archipelago of education-focused land. The land is then subdivided into smaller parcels and rented to colleges, universities, and educational projects. Typically, land is rented for as little as $200 per year and comes with permission to use some common space for larger events. Two prime examples are the Info Islands, which includes EduIsland I and II, and the New Media Consortium's NMC Campus which includes many Teaching Islands and a wide range of educational tools, services, and meeting spaces, a museum and library, and a planetarium. The consortial model has allowed for many more institutions to offer participation to students and faculty within a learning-centered environment. As a result, there are now hundreds of colleges and universities experimenting with Second Life, some hosting adverts for real life teaching facilities / jobs.

There are now many universities, colleges, schools and other educational institutions researching the use of Second Life as an environment for teaching and learning which offers a community of practice and situated constructivist learning. Among the institutions bringing the use of Second Life into the provision for distance learners is the Open Universityin the UK which already offers a range of teaching and learning provision on two islands in the metaverse (CETLment and SchomeBase) and is gradually developing a range of tools and resources which support learners and offer a sense of presence and engagement to distance learners who can otherwise feel isolated and alone.

Another Life: Virtual Worlds As Tools for Learning
http://www.elearnmag.org/subpage.cfm?section=articles&article=44-1

"Learning Island" Launched for Second Life Educators Community
http://www.govtech.com/gt/105029

Second Life for Teaching & Learning (slideshow)
http://www.slideshare.net/jokay/second-life-for-sae/

Surfing Second Life
http://www.techlearning.com/story/showArticle.php?articleID=196604483

Roadmap to Second Life
http://www.techlearning.com/secondlife/

Reasons To Explore Second Life
http://www.techlearning.com/blog/2007/05/reasons_to_explore_second_life.php

Second Life for Educators
http://secondlifegrid.net/programs

Don't Sit on the Sidelines
http://www.techlearning.com/blog/2007/05/dont_sit_on_the_sidelines.php

The New Frontier of Education: Web 3D
http://www.techlearning.com/blog/2007/03/as_i_read_about_the.php